Tomorrow River Games - TGK1 Assault on Theramour Keep.pdf

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Dungeon Module TGK1
Assault on Theramour’s Keep (TGK1)
by Tim Krause
A 5E MODULE FOR 4-6 PLAYERS, ANY LEVEL
The design of this module blends the look of old-school modules of the 1980s with 5E rules. Play a more tactical
adventure and see if you and your party can save Theramour’s Keep from complete destruction.
This product created under the WOTC OGL, found in full at:
http://media.wizards.com/2016/downloads/SRD-OGL_V1.pdf
Images and maps are not covered under the WOTC OGL and are copyright
Ó2018,
Tomorrow River Games.
The author may be contacted at
tgkrause@tomorrowrivergames.com
Support for
TGK1
will be provided by
Tomorrow River Games (http://www.tomorrowrivergames.com)
ASSAULT ON THERAMOUR’S KEEP
Preface
................................................................................................................................... 4
Contributors
....................................................................................................................................4
Dedication
........................................................................................................................................4
Introduction: Assault on Theramour’s Keep ............................................................................ 5
The End of the Battle.........................................................................................................................9
The Keep’s Secret (Optional) ........................................................................................................... 10
Awarding Experience ...................................................................................................................... 10
Keep of Theramour ................................................................................................................11
Outposts................................................................................................................................17
Appendices ............................................................................................................................20
DM Assist: Planning Phase .............................................................................................................. 20
NPC Tracking Sheets: An Overview .................................................................................................. 21
NPC Tracking Sheets: Enemy Armies................................................................................................ 22
NPC Tracking Sheets: The Keep ....................................................................................................... 26
NPC Tracking Sheets: Outpost One .................................................................................................. 28
NPC Tracking Sheets: Outpost Two .................................................................................................. 29
Tunnel System (Optional)
.............................................................................................................. 30
Creature Stats for Tunnel System .................................................................................................... 35
Theramour ............................................................................................................................39
Theramour: History ...............................................................................................................41
Map 2: The Keep of Theramour .............................................................................................42
Map 3: The Outposts .............................................................................................................43
Map 4: Blank Keep Template .................................................................................................44
Map 5: Tunnel System (Optional) ..........................................................................................45
Map 6: Planning Grids (for players) .......................................................................................46
War Grids ..............................................................................................................................52
Bonus: NPC 1 – Berei .............................................................................................................63
2
Bonus: NPC 2 – Kura ..............................................................................................................64
Bonus: NPC 3 – Berna ............................................................................................................65
Bonus: NPC 4 – Gorgo ............................................................................................................66
OPEN GAME LICENSE Version 1.0a
..................................................................................67
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Preface
I started playing
Basic D&D
in the 1980s, and fairly
quickly, I moved on to the Expert rules, then
Advanced Dungeons & Dragons.
But by the late
1980s, I went off to college, and
Dungeons &
Dragons
just didn’t have the same feel for me
whenever we tried to play.
In August of 2016, a colleague of mine, Andy Felt,
invited me to join him and his friends for a day of
D&D. It had been a long year, and many years
without much of a vacation or a break, so I agreed.
And I was hooked again.
What struck me, though, is that some flavor of
dungeon crawl still permeates the mythos of D&D.
Occasionally, some DMs will throw in an adventure
over the water, or in an exotic setting, but the
underlying framework still feels like a dungeon
crawl.
For this module, I wanted something different,
something more tactical. Not riddles or puzzles,
either. I was hoping to find something more
calculated and grander in scale.
So, I started the process for
Assault on Theramour
(TGK1)
a little differently by looking to see what was
out there. I started with the classic
The Keep on the
Borderland (B2).
While the party might choose to
turn on the Keep, that seems both a longshot and
suicidal.
With its larger patrol sizes and other encounters,
modules like
Secret of the Slavers Stockade (A2)
showed some promise but didn’t reach the scale that I
was hoping to achieve.
Finally, I stumbled across
Test of the Warlords
(CM1).
It had the tactical elements I was looking for.
However, it is intended for 15+ level characters, and
the module’s setup relies significantly on the DM to
manage the large encounters.
With the encouragement of students and friends, I
also took a detour into strategic war games. They are
replete with miniatures, card systems, and rulers. I
admire the detail.
Where I struggled, though, was with a gaming system
that seemed to drag down playtime and to create a
combative “winner-take-all” approach. While there
are certainly winners and losers in D&D, most often
the party has a collective goal, and they succeed or
fail as a team.
Assault on Theramour’s Keep (TGK1)
is intended to
accomplish what might easily, and best, be described
as some kind of mash-up of the three D&D module
examples but with some key differences.
First, this adventure really is intended for first-level
characters who will have to rely more on their tactical
abilities than on player characteristics to be
successful.
Second, the scale of the battles is more significant,
and will be more challenging, for the DM.
Last, however, the module is designed to truly aid the
DM in managing an environment that attempts to
provide some structure. However, it should
nevertheless provide players the flexibility to think
about a large number of ways to find a solution and
protect the Keep.
In doing so, there is a rather extensive
Appendix
that
is designed to provide resources so that the DM can
effectively, accurately, and efficiently help his
players have a rich and rewarding experience with
this module.
Contributors
Publisher
Editing
Cover Art
Cover Art
Illustration
Tim Krause
Christina Streiff
Cornel Robinson (External Cover)
Tim Krause (Internal Cover)
Lezette Goosen
Dedication
To Andy Felt, who got me back into
Dungeons &
Dragons.
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